The article has been updated to the full version of the game.
The protagonist of the game is a journalist trying to solve the case of a kidnapper. After the introductory cut-scene, you will find yourself in a barn. There is a panel with gears in the shed. Use the red lever on this panel to exit to the next room. The exit from the barn is blocked. To escape, you need to find three missing gears.
To the left of the exit there is a blue door with a lock. Take the key to the left of the door to open this lock. Enter the room and take the blue gear lying on the table. Install it on the panel at the front door.
To the right of the exit, look for a crowbar stuck in a wooden box. Return to the car. Look at the wall to find a passage blocked by a red wooden plank. Use the crowbar to remove the board. Crouch, move deeper into the barn, climb the stairs and take the red gear . Set it in place.
The last gear is located under a glass case opposite the exit door. Break it with a crowbar. Take the green gear and place it on the panel. Drop it??red lever to leave the shed.
After the attack of the kidnapper, you will wake up at the radio station. Look at the monitors: each time they indicate the place where you should go. First you need to get to Mr. Peterson's blue house, which is guarded by a policeman. Optionally, take away equipment from the table - a camera with a drone and a monitor that allows you to control the drone. In principle, you can manage without them. Leave the radio station and move towards the blue house located next to the intersection with STOP signs.
To enter Mr. Peterson's house, I recommend jumping over the white fence to the right and finding the back entrance. Go to the kitchen. After this, the policeman will begin to enter the house. To hide from him, use cabinets. In the living room of the house there is a door with four locks. You must solve four puzzles to find four keys .
Также рекомендуем сайт наших партнёров — ТОП лучших игр.
The first puzzle is in the office to the left of the stairs. There is a safe on the table. To decipher the code, you need to find four toy cubes. The first cube with the number 8 is on the table near the safe. The cube with the number 4 is located in the refrigerator in the kitchen. Look for the cube with the number 9 in the toilet, in the bathroom. The last cube with the number 1 is in the cabinet near the sofa, in the next room from the safe.
Return tosafe and look up to see colored ribbons. The order of the colors of these ribbons indicates the sequence in which the cubes should be placed. Roll the dice on the RMB in the following order (from left to right): 1 (red die), 9 (blue die), 8 (green die), 4 (orange die). Enter the code 1984 and take the first key from the living room door from the safe. If you haven't done so, you may roll all the dice.
There is a dollhouse in the kitchen. To open it, you need to find three dolls. Go to the stairs. Interact with the painting on the wall to the right of the stairs to reveal a letter combination lock. To find the puzzle code, go to the office. There is a TV opposite the sofa. Turn it on to see the inscription Nouds of tanure. The initials NOT are the code for the lock. Enter the code NOT to open the secret niche. Take the boy doll and the crowbar . Place the boy on the center stand of the dollhouse.
There is a board on the left wall near the dollhouse. Break it out with a tire iron and take the little girl doll . Place it on the dollhouse's left stand. The last doll is in a niche above the closet. Go to the stairs, climb onto the cabinet in the corner and open the niche. Place the Mr. Peterson doll on the right stand and take the second key to the living room door.
Return to the secret niche where you found Mr. Peterson's doll. On the wall is a picture of a tree house. This treehouse is in front of Mr. Peterson's house. To get into the hut, go to the neighboring house and use the trampoline to jump onto the roof. From the roof along the tree branch, move to the tree house.
Inside the house, on one of the walls there is a drawing with a robot holding a shield and a sword. Next to the door is the same robot, but without the sword. Interact with the drawing to find the sword in the niche. Install it on the robot. Raise the sword up and lower the shield all the way down, as shown. Pull the lever out of the robot and place it on the panel near the railroad. Switch the direction of the tracks with the lever and wait. The train will push scissors out of the toy depot.
Return to Mr. Peterson's house. Cut the police tapes blocking the stairs. Go up. Behind the crater opposite the stairs, you can find a monitor, but again, this is not needed. Go into the room on the left side of the stairs. Go to the bedroom. Here you will find a painting with a photograph of Mr. Peterson. Four parts are missing for the full photo. The first part of the photo is in the room to the left of the bedroom. Police tape blocks the way to the shelf. Cut it up?? take the snippet.
In the bedroom, look at the top of the shelf. There is a web blocking the kettlebell. Climb up the closet to get to the shelf. Use the scissors on the web to get the weight . Return to the room to the left of the bedroom. There is a lever in the green box under the table.
Raise the lever and place it on the wall panel. Go to the secret room. Use the crowbar on the wooden box to reveal a camera that will allow you to spot the enemies. On the other side of the room is a green electronic device. Use the scissors to remove the cobwebs from the device and collect the battery .
Return to the upper corridor and use the crowbar on the wooden box at the very end. You will receive the second part of the photo . Enter the second bedroom. There are pillows in the far left corner of the children's room. Use the scissors on the white pillow to find the third part of the photo .
Place the weight on the floor plate near the cushions. A closet next to the bed will open. Take the last part of the photo . Restore the photo. In the library to the right of the photo, the books will move and you will find the third key .
Return to the children's room. Place the battery in the electric vehicle mechanism on the right. Run it. The car will move forward. Press the device again to make the machine returnce with the last key .
Open the door with four locks in the living room, go downstairs and examine the newspaper near the steps leading to the basement. After the cut-scene, you will learn about the museum. Take the key and leave the basement. The museum is located on the top of the city. Look up into the sky - crows are roaming over the museum. Enter the museum and take the shovel . A cut-scene will start.
Return to the radio tower, look at the screens. You will see a bakery. It is quite easy to identify this place - by the giant pretzel towering above the building. In the confectionery, pay attention to the cash register . It is located to the left of the entrance. It is missing four buttons.
Exit the store and climb through the window on the right. You will find a locked refrigerator. The key to the lock hangs on the confectioner's belt. Watch her, sneak up from behind and steal the key . The easiest way is to wait until she goes upstairs and follow. Open the refrigerator with the key and take the cat food in the form of a fish . There is a cat in the main room. Put food in his bowl to divert attention and get the first button .
There is a valve hanging in the room with the refrigerator. Take it and go upstairs. If he hears?Candidate, hide in the closet. Enter the bathroom to the right of the bedroom. Install the valve on the boiler. Activate it to shut off the water supply to the plants on the balcony. Exit to the balcony and use the scissors on the mini tree pot to get the second button .
In the bedroom, find the fabric hanging on the wall and cut out the heart area. You will receive a clock hand . Place it on the clock opposite the bed in the bedroom. Set the arrows to 10:35 to get the third button . the clue to solving this puzzle is any electronic clock in the bakery that shows this time.
In the kitchen, take the fire extinguisher hanging on the wall. Remove the ice cube from the freezer with the key. Place an ice cube in the oven. When it melts, put it out with a fire extinguisher and take the key . Upstairs, use the key on the lock of the book on the living room table. Take the last button from the book. Place all buttons on the cash register. Enter the code 1576 to get the key . 1576 is the number shown in the photo next to the cash register. You have received the key to the museum . Return to the museum.
Enter the museum using the key. Note that Mr. Peterson has appeared here. Look under your feet, because they are woodene boards or fragments make a lot of noise. Hide under furniture or in closets. Go into the room to the right of the hallway. You will find a city map with three slots for houses.
Your mission is to find three toy houses and place them on the map. The first house is on the safe to the left of the map. There are glass showcases in the central hall. There are scissors and a toy house in the two display cases on the right. Take the scissors and cut the web to get the second house .
The last house is in the window on the left. Use the crowbar to break the window and take the third house . Scrap can be found in a nearby display case. You can use it on the wooden boards that hold the doors. Place the toy houses on the map. Take the key from the opened safe.
The key opens the door opposite the safe . Enter the new room. Use the scissors on the cobwebs to the left of the wall. Pick up the blue lamp . There is a painting at the end of the room. Place the blue lamp on the left side of the painting. Interact with the lamps to lower both and reveal a secret niche. Use the scissors on the web to go further. Take the heart-shaped key from the table in the new room.
Return to the large hall with display cases. Climb the stairs to get to the door with the lock inheart shape. The door is to the left of the stuffed animals. In the bedroom, interact with the family portrait in the display case to view a cutscene.
Return to the radio tower and look at the monitors. You must visit the hunter's house. It is located behind Mr. Peterson's house. Follow the red STOP signs near Mr. Peterson's house. Cross the lake to reach the hunter's house.
Be careful, the hunter will shoot at you as soon as he notices. If he opens the main door, a bell will ring, so do not use this entrance. On the other hand, you can use the door noise to distract the hunter. Go around the house to find the back entrance. There are two doors. First, climb the outer stairs and examine the board with some kind of blueprint. It is missing four parts.
To the right of the board is a bed. Use the scissors on the bed pillow to find the key . Go down to the basement and find a chest under the stairs. Destroy the wooden planks and open the chest to get the first map piece . This will be part of the card number 8. Place it on the board at the level of the blue paper clip.
The clock is located on the first floor of the house. Go to room??y on the right side of the clock. In the mouth of the stuffed bear will be the second part of the card . You need a lever to open the bear's mouth. Go down to the basement to find the second bear. Pull the lever out of it. Place the part on the bear from the first floor. You will receive part of the card with number 1 . Place it on the white paperclip.
Another part of the map is in the kitchen microwave. To open it, you need to activate four boar heads. The first is located above the microwave. The second is in the basement on the left wall.
Go outside and go up the outside stairs to the top floor. There is a ledge on the left. Climb it, walk along the boards and activate the third boar head. Opposite the bear on the ground floor is a wall filled with animal horns. Use the furniture to get to the top of this wall. At the very top there is the last boar's head. Remove the part of the card with number 6 from the microwave and hang it on the board where the orange paper clip is located. By the way, you must quickly activate the heads of the boars, otherwise you will have to repeat again.
To find the last piece of the map, you must collect the missing letters from the refrigerator door. Look for the letter F in the toilet on the first floor. In the room with the bear on the first floor, you need to climb ??fuck how did you do it to find the last boar head. On the second level, the letter B hangs on one of the empty wall stands for stuffed animals.
The last letter is on the roof of the house. Go outside and climb up to the visor with the help of the red barrel. Climb even higher until you find cans of paint. On one of them lies the letter C. Arrange the letters on the fridge to get the antlers . On the second floor, on the wall to the right of the entrance, there is a skull of an animal that lacks right horns. Put them back in place. On the right, a cabinet of books will open. Take out the last part of the card with number 4 . Hang it on a green paper clip.
After completing the search for all parts of the map, study it carefully. On the roof of the house where the letter C was, you can also find a shovel (just below). In the yard, a little further than the bench on which the hunter sits, there are fir trees. Under one of them, look for an earthen mound. Dig out the safe and enter the code 80164 . It matches the color of the paper clips on the map in the hunter's house. Take another key to the museum .
In the main hall, to the right of the stairs, there is a grandfather clock . Interact with them to find three places for gears. You need to find all the gears. The key you received from the hunter opens the door on the leftfrom the bedroom on the top floor.
Open it to reveal a room dedicated to travel. The globe has a red cross on it. Rotate it and stop it so that the red cross is opposite the index finger of the statue located on the right side. Take the first gear from the globe and insert it into the clock.
There is a secret passage on the right side of the room. Pull the blue lamp on the left. This will open the path leading to the bedroom. In the bedroom, on the right side of the closet, there is a floor plate. Return to the previous room and take the weight from the box. By the way, you can take it in the house of Mr. Peterson. Place the weight on the floor plate in the second floor bedroom. A niche with a second gear will open above the bed.
Return to the office. Take the part of the car from the table. On the ground floor, open the door to the right of the clock. There is a door with boards in the corridor. Break them with a crowbar and go to the garage. Install the part on the hood of the car to pick up the third gear , which will be under the hood.
Arrange all the gears in the clock and remember the time. Return to the traveler's room on the second floor. Next to the table is a safe with a picture of a clock. Enter the time shown on the clock - code 1135 to open the safe. take a camerarat.
Return to the radio station and look at the monitors. You need to go to a green house with a large gate. It is located east of the radio tower. There is a statue at the entrance to the house. This house has closets where you can hide from the musician. If you hear the piano, it means that the musician is busy at the moment.
Climb up the stairs and go right. Enter the room with the trophy stand. You must find 5 trophies and place them on this table. Exit the room. A glass cabinet with a vinyl record hangs on the wall facing the stairs. Break the glass with a crowbar or scissors, take the plate and go downstairs.
The room opposite the piano is closed. To the right of the room, there is a hint with colored notes. Remember the order of the colors in the score. Go to the piano and press the corresponding keys - yellow, red, green and blue. Enter the music room. Place the record on the gramophone. Activate it with the red switch. A panel will drop from the ceiling. Jump on it and pick up the first goblet. Install it in slot 4 (from left to right) .
On the first floor, to the right of the stairs, there is a bathroom. Take the boat out of the bathroom. Go to the dining room on the first floor. Opposite the table is a picture of a ship. Place the boat ond it to discover a photo of a dog with a code.
The bedroom on the first floor has the same painting of a yacht. It is connected by a wire to the shield on top. To activate it, you need to find the fuse . Go to the trophy room. Exit the window of the room through the door on the left and jump onto the closet near the stairs. Jump under the ceiling. On the left in the attic there is a crowbar, on the right - an electrical panel with a board. break the board and take the fuse . Return to the musician's bedroom, use the bed to jump onto the boards under the ceiling and install the fuse in the panel. Go downstairs and enter the code 0691 on the safe. Get the second cup for slot 2 (left to right) .
Go to the office. By removing the fuse earlier, you have removed the laser beams that were blocking the third goblet for slot 5 (left to right) .
Take the fire extinguisher in the first floor kitchen. Go to the terrace to the left of the piano. Put out the barbecue and take a piece of meat . There is a dog in the garden that guards the mound of earth. Put the meat in the dog's bowl to distract him. Near the statue at the entrance lies a shovel. Use the shovel on the mound of earth to get the scepter . Place it in the hand of the statue at the entrance to the garden. Collect the fourth goblet for slot 3 (from left to right) .
In the bedroom n?? on the first floor, jump onto the bed to jump onto the boards under the ceiling. This is where you jumped to find the electrical panel and open the safe. But right there is the last cup for slot 1 (from left to right) .
After you install all the cups, you can pick up the steering wheel . Place it on the stand in the bedroom and turn it so that the arrows match the colors. Take another key from the museum from the secret niche.
Go upstairs in the museum. The key that you received in the musician's house will allow you to open the door behind the stuffed animals. There is a fake book on the table in the new room. Open it to get a wrench .
Use the wrench to open the door in the corridor near the bear. Take the book with the flower from the toilet. Return to the room where you found the wrench. Place the book on the empty space of the bookshelf. You can interact with other books. But first you need to find the right combination.
At the end of the ground floor, on the other side of the scarecrows, there is a TV. You can turn it on, but it will not show the picture. There are boxes and crates near the TV. Jump up, open the wooden box and take the antenna . Follow the yellow cable from the TV to find your way and pick up the antenna.
To by?To turn on the TV, you must go up to the roof. To get to the roof, go to the scarecrows and break the boards on the door leading to the balcony. Climb up the scaffolding until you find the antenna. Set it in place. Both parts must be lifted up. If you climb the chimney nearby, you can get a secret achievement .
Return to TV. When you change channels, you will find three different symbols: Fire, Flower and Planet. Return to the room to the right of the scarecrows. Activate three books with these symbols: fire, flower and planet. You will receive a bear head . Set it in place.
Go to the garage. Look for the car's doorknob in an open wooden crate next to the stairs. Place the handle on the door to open it. Activate the handbrake to open the trunk. Take the head of the boar and place it on top of the stuffed animal.
On the first floor, enter the upside-down room that opened when you opened the safe and got the key (placed the houses on the map). The head of a fish hangs in the picture. Set it in place.
Once you place all the animal heads, you can go up to the attic. Climb up to find a locked cage. The key is on the right. Open the camera to trigger a cutscene.
You will be locked up. To you?To fight, you need to find a combination from the cage lock. Search the area. Take the lever from the mannequin's hand. It will come in handy later. Take the scissors from the bedside table behind the screen. Use them to remove cobwebs from the door lock.
Now you need to find the code combination. Look around to find numbers of different colors. When you find all the numbers (although you don't need to look for them), go to the castle. Enter numbers according to the colors found earlier. The castle is upside down. You must rotate the discs so that the desired code is displayed on the other side. Add 6 to the number you should get to figure out what number you should get. The required code is 75203 . If you convert it, then on your part you need to enter 31869
After getting out of the cage, look for a picture on the right. Use the scissors on the web to the right of the painting. Place the lever found in the cage and lower it to jump down into the library.
There is a crowbar on the table in the library. As soon as you leave the room, look at your feet. Traps are placed everywhere - traps, glass and boards. The neighbor is very fast, and it will not work to escape from him at this stage. You can hide in a cache by the fireplace on the first floor. You need to leave the museum, but the door is locked.
The key to the exit is hidden in the fireplace. The grill blocks access to it. You must get a wrenchkey. Unfortunately, it hangs from Mr. Peterson's belt. Analyze his movements and hide in closets to spy on him. When he stops, sneak up behind him to steal the wrench. The best way is to walk along the boards in the hallway with the garage door and hide in the closet. When Peterson appears, dangle the wrench from his belt.
With a wrench, remove the nuts from the chimney grate. The left nut can be unscrewed, located in a cache on the side of the fireplace. Removing them will give you access to the chimney.
To put out the fire, go to the corridor with the garage door. There is a red box with a fire extinguisher on the wall. Unscrew the nut and take the item. Remove the wooden boards on the exit door using the crowbar. Distract your neighbor again. Run to the fireplace and put out the fire. Take the key and open the door. Watch the final cut-scene.
In front of you is a small neighbor's house. Inside the house there is a corridor, a bathroom, a bedroom, a living room and a kitchen. Access to the second floor is closed. Go around the house and find a descent into the basement with a shovel. Take the shovel , then go further and pay attention to the back entrance. There sits a cat who is playing with a part of the card. This entrance leads to the kitchen. Go there, look in the refrigerator, move the plate and take cat food (a fish-shaped cookie). Come out naruzhu, put the fish on a plate and wait. When the kitten is distracted, take the part of the map.
Go to the neighbor's house through the main door. Go forward. Two doors on the left lead to the bedroom and neighbor's office, both rooms are combined. There is a map piece on the wall to the right. Attach to it the second part taken from the cat. Enter the room on the left. There is a safe in the office adjoining the bedroom. Behind the safe hangs a ribbon with colored pieces. Look at the ceiling and see four numbers of different colors. Enter the code according to the color of these numbers and the ribbon. I got 3975 . There are scissors inside the safe.
There is a closet in the same office. At the bottom there is a cardboard with a picture. Move the piece of cardboard away to find a wooden hand with a sword . Go to the living room with a door and several locks. Opposite the door, on the table is a wooden robot. Put your hand on it. Rotate the hand with the shield several times until the shield is down (the front side with the pattern should be visible). And raise the hand with the sword so that the sword is pointing up. A compartment in the stomach will open and you will receive a red toggle switch .
Pick up the moment and go to the neighbor's bedroom. Use the toggle switch on the bear, lower it and take the key in the shape of a heart from its mouth. You can also pick up the moment, sneak up on a neighbor from behind and steal a wrench hanging from your belt.
To the kitchen??, there is a figurine of a neighbor, Mr. Peterson, on the table. If you go around the barn, you can find an earthen mound. Use a shovel on her to get a girl figurine . With scissors in hand, go to the neighbor's bedroom and cut the pillows to the left of the bed. A round key is hidden in one of them, and another part of the map is hidden in the other. Use the round key to open the second lock (the top one) on the living room door. Hang the map on the wall in the corridor, opposite the neighbor's office and bedroom. In principle, parts of the map are not particularly needed. They just point to a spot behind the shed where you can dig up the girl figurine. But you already know about it.
It remains to find two more keys. We have two figurines - Mr. Peterson and a girl. You need a figurine of a boy. Steal a wrench from the neighbor's belt, then go to the part of the corridor opposite which is the stairs. In the corner there is a red cabinet, a closet and a lattice under the ceiling. Jump up, unscrew the bolt on the left with a wrench, open the grate and take the boy figurine from the ventilation. Return to the kitchen, go to the house and set the figures of the girl, the boy and the neighbor from left to right. Take the third key and open the third lock.
The last key remains. There are five identical paintings in the house that hang crookedly. You need to turn all of them, but so that the neighbor does not hear. Otherwisecase, he will return the paintings to their place. Start after the neighbor enters the bedroom:
When you turn all the paintings, a secret passage will open to the right of the stairs to the second floor. Enter, find the crowbar (I don't know why it's here) and the last key . Unlock the lock and go down to the basement to complete the demo.
At the beginning of the game, go around the barn and look for a key on the wall in the corner. After taking it, go up to the attic, open the door with the key, and take the camera. Jump down and stand at the window, behind which you can see the scarecrow with the boy's clothes. You will automatically take a photo of it. Go to the barn gate and a strange crow will open it.
Run to the house near which there is a police car. Go inside the house and steal the key hanging from the cop's belt. Go to the car, open it with the key and start the horn. While the cop is distracted, go around the house, climb through the back door and open the door leading to the basement. Is she in the room you are studying?? police officer. After going down to the basement, remove the crowbar from the wall and break the board on the doors leading to the backyard. Go outside and watch the video.
Now you know where to look for the girl. Go to the neighbor's house. It's a huge red building. Climb up the ramp to his left, duck down and jump inside through the hole. Examine the castle. On the right hangs a picture with a key in the hands of the mayor. Use the paint racks and the yellow cabinet to get outside. Run up the paved road and you will see a large estate on the left. The mayor lives here. Go to his territory and jump onto the green bushes. Pick a moment to jump on the statue and steal the key. If the dog catches you, you have to start over. Escape with the key outside the mayor's yard.
Go back inside the neighbor's house and open the door. Climb the stairs to the left, turn left and use the crowbar to break the two boards leading to the office with stuffed animals. There is also a showcase in which a stick is hidden, which allows you to lower the attic hatch. To get it, you need to find the heads of animals.
Go to the left of the mayor's house along the dirt path. Go past the barn from the beginning of the beta and see a light house and a target in the yard on the right. A carpenter lives here who likes to shoot. Go to the main door and take out the note from the mailbox. Is this a diagram of how to make a goal??wu fish. Enter the house. On the right around the corner there will be a door to the basement. When the carpenter comes out, go down to the basement and go to the far window. Put the instructions on the workbench and hide in the corner, under the stairs. When he makes a fish head, follow him outside. He will set it on the target. Pick up the moment, run up and steal the head of the fish. Run away from the carpenter. You can install the head in the office on the second floor, in the neighbor's mansion.
It is hidden in the neighbor's house, but you need the key. Go to a diner near your neighbor's house. The baker admires the croissant. Look into the kitchen so that the baker runs after you. While he left his place, jump over the counter, steal the croissant and get out (you can jump over the counter where the croissant was). Throw out the pastries. The baker will go to the kitchen to bake another one. Follow and hide. When the baker leaves, grab the master key from the table where the cookbook stands. Leave when the baker returns here and pick the green lock on the locker behind the counter. Take the key in the form of a pretzel and return to the neighbor's house through the same hole. On the first floor, on the right, there is a door with a lock. Open it and take the boar's head out of the fridge. Set it in place.
Go to the mayor's house. Walk around the dog and run through the front door. Hide under the stairs. Who?And the mayor will go upstairs, go to the room on the right, where there is a jukebox. Open the lid and steal both vinyl records. Climb to the second floor and enter the office just opposite the stairs. Steal SPEEL vinyl from the shelf (probably a mistake, since we are talking about the word Sleep, "sleep"). Climb down and place the record in the left of the three jukebox slots. Close the lid and press the red button. Hide in the nearest closet. The mayor will come downstairs, listen to the record and go to bed. Climb after him to the second floor and enter the room on the left, where he is. Hide behind the TV. When the mayor sleeps and leaves, remove the bear's head from the wall above the bed.
Install it in your neighbor's house. When you place all three heads, a display case will open. Take the tool and go outside. On the second floor, the neighbor likes to watch TV. When he moves away from him, pick up the moment and lower the hatch leading to the attic. Climb up to the attic and watch the cut-scene. If you are playing the v0.0 beta version of the game, it will be completed.
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